From a mission designer's point of view, the Hope kamikaziing the Hades in ST:R. It's a great visual spectacle and it raises the stakes considerably, but it makes little sense on closer examination.
For context, in FS1, the Hades has 800k hitpoints, but in FS2, this was lowered to 400k, probably due to how utterly insane the last mission of the original Silent Threat was. However, due to the amount of friendly ships in ST:R's final mission, the length of time needed for messages and to present a serious challenge,
and the need to have enough hitpoint margin for the Hope's attack to make a significant impact, the Hades's hitpoints were raised back to 800k. Originally the Hope did 50% of damage, but after playtesting this was reduced to 25%. Thus, the Hades starts the last mission of ST:R with around 75% of its hull strength, or 600k hitpoints, equivalent to 6 Orion-class destroyers.
The first problem is that realistically, a kamikaze attack should have completely obliterated the Hades. A massive destroyer colliding at around 200 m/s should have absolutely ripped apart both ships like something out of a Michael Bay film. And that's only from a structural standpoint: if for some impossible reason some part of the Hades remained intact, there should have been a reactor core breach or similar cascade failure. Instead, the Hades shrugs off the assault with absolutely no structural deformation, only minor damage, and only a temporary, quickly-repaired engine failure. If the Hades had been destroyed, there would of course have been no need for the next mission.
The second problem is that opening a subspace portal on top of the Hades should have caused some kind of serious disruption, whether by shattering the hull, sucking part of it into subspace, or cutting a slice out of it like a buzz saw. Additionally, accelerating the Hope to subspace-jump speeds compounds the momentum problem in the previous paragraph. But I discovered that without the subspace jump, the Hope spends too long in the vicinity of the Hades before hitting it and exploding. It kills the momentum of the scene and deflates the tension.
These two points were sources of moderate consternation while I was FREDding the mission, but I decided that Rule of Cool must apply. And this has been vindicated by the fact that, in all the years since ST:R has been released, not one time has anyone mentioned either of the two problems.
